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			189 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			189 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include "../../lib/GameConstants.h"
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| 
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| /*
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|  * CCampaignHandler.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| struct StartInfo;
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| class CGHeroInstance;
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| class CBinaryReader;
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| 
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| namespace CampaignVersion
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| {
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| 	enum Version
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| 	{
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| 		RoE = 4,
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| 		AB = 5,
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| 		SoD = 6,
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| 		WoG = 6
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| 	};
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| }
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| 
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| class DLL_LINKAGE CCampaignHeader
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| {
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| public:
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| 	si32 version; //4 - RoE, 5 - AB, 6 - SoD and WoG
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| 	ui8 mapVersion; //CampText.txt's format
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| 	std::string name, description;
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| 	ui8 difficultyChoosenByPlayer;
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| 	ui8 music; //CmpMusic.txt, start from 0
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| 
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| 	std::string filename;
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| 	ui8 loadFromLod; //if true, this campaign must be loaded fro, .lod file
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 	{
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| 		h & version & mapVersion & name & description & difficultyChoosenByPlayer & music & filename & loadFromLod;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CScenarioTravel
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| {
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| public:
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| 	ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
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| 	std::array<ui8, 19> monstersKeptByHero;
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| 	std::array<ui8, 18> artifsKeptByHero;
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| 
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| 	ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
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| 
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| 	ui8 playerColor; //only for startOptions == 1
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| 
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| 	struct DLL_LINKAGE STravelBonus
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| 	{
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| 		enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
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| 			HEROES_FROM_PREVIOUS_SCENARIO, HERO};
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| 		EBonusType type; //uses EBonusType
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| 		si32 info1, info2, info3; //purpose depends on type
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| 
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| 		bool isBonusForHero() const;
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| 
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| 		template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 		{
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| 			h & type & info1 & info2 & info3;
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| 		}
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| 	};
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| 
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| 	std::vector<STravelBonus> bonusesToChoose;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 	{
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| 		h & whatHeroKeeps & monstersKeptByHero & artifsKeptByHero & startOptions & playerColor & bonusesToChoose;
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| 	}
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| 
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| };
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| 
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| class DLL_LINKAGE CCampaignScenario
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| {
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| public:
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| 	struct DLL_LINKAGE SScenarioPrologEpilog
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| 	{
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| 		bool hasPrologEpilog;
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| 		ui8 prologVideo; // from CmpMovie.txt
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| 		ui8 prologMusic; // from CmpMusic.txt
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| 		std::string prologText;
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| 
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| 		template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 		{
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| 			h & hasPrologEpilog & prologVideo & prologMusic & prologText;
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| 		}
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| 	};
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| 
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| 	std::string mapName; //*.h3m
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| 	std::string scenarioName; //from header. human-readble
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| 	ui32 packedMapSize; //generally not used
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| 	std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
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| 	ui8 regionColor;
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| 	ui8 difficulty;
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| 	bool conquered;
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| 
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| 	std::string regionText;
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| 	SScenarioPrologEpilog prolog, epilog;
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| 
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| 	CScenarioTravel travelOptions;
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| 	std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
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| 	std::vector<CGHeroInstance *> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
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| 	std::vector<CGHeroInstance *> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
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| 
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| 	const CGHeroInstance * strongestHero(PlayerColor owner) const;
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| 	void loadPreconditionRegions(ui32 regions);
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| 	bool isNotVoid() const;
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| 	std::vector<CGHeroInstance *> getLostCrossoverHeroes() const; /// returns a list of crossover heroes which started the scenario, but didn't complete it
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 	{
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| 		h & mapName & scenarioName & packedMapSize & preconditionRegions & regionColor & difficulty & conquered & regionText & 
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| 			prolog & epilog & travelOptions & crossoverHeroes & placedCrossoverHeroes & keepHeroes;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CCampaign
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| {
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| public:
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| 	CCampaignHeader header;
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| 	std::vector<CCampaignScenario> scenarios;
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| 	std::map<int, std::string > mapPieces; //binary h3ms, scenario number -> map data
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
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| 	{
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| 		h & header & scenarios & mapPieces;
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| 	}
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| 
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| 	bool conquerable(int whichScenario) const;
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| 
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| 	CCampaign();
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| };
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| 
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| class DLL_LINKAGE CCampaignState
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| {
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| public:
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| 	unique_ptr<CCampaign> camp;
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| 	std::string campaignName; 
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| 	std::vector<ui8> mapsConquered, mapsRemaining;
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| 	boost::optional<si32> currentMap;
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| 
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| 	std::map<ui8, ui8> chosenCampaignBonuses;
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| 
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| 	//void initNewCampaign(const StartInfo &si);
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| 	void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
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| 	boost::optional<CScenarioTravel::STravelBonus> getBonusForCurrentMap() const;
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| 	const CCampaignScenario & getCurrentScenario() const;
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| 	CCampaignScenario & getCurrentScenario();
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| 	ui8 currentBonusID() const;
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| 
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| 	CCampaignState();
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| 	CCampaignState(unique_ptr<CCampaign> _camp);
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| 	~CCampaignState(){};
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
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| 		h & chosenCampaignBonuses;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CCampaignHandler
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| {
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| 	static CCampaignHeader readHeaderFromMemory(CBinaryReader & reader);
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| 	static CCampaignScenario readScenarioFromMemory(CBinaryReader & reader, int version, int mapVersion );
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| 	static CScenarioTravel readScenarioTravelFromMemory(CBinaryReader & reader, int version);
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| 	/// returns h3c split in parts. 0 = h3c header, 1-end - maps (binary h3m)
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| 	/// headerOnly - only header will be decompressed, returned vector wont have any maps
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| 	static std::vector< std::vector<ui8> > getFile(const std::string & name, bool headerOnly);
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| public:
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| 	static std::string prologVideoName(ui8 index);
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| 	static std::string prologMusicName(ui8 index);
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| 	static std::string prologVoiceName(ui8 index);
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| 
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| 	static CCampaignHeader getHeader( const std::string & name); //name - name of appropriate file
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| 
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| 	static unique_ptr<CCampaign> getCampaign(const std::string & name); //name - name of appropriate file
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| };
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